    shader_type canvas_item;

    uniform float radius = 0.; 

    float rand(vec2 co){
		//return 0.;
        return (fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453) - 0.5)*0.02;
    }

    void fragment() {
    	
    	
    	vec3 col = vec3(0);
    	
    	for (int i = 0; i < 10; i++) {
    		col+=texture(TEXTURE,
			SCREEN_UV
			+vec2(
				rand(SCREEN_UV+vec2(0,TIME-float(i))),
				rand(SCREEN_UV+vec2(0,TIME-float(i)-1200.))*1.5 //WHY? Idk.
					)
			).rgb;
    	}

    col/=10.0; 
	
	COLOR.rgb = col;

    }
